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A New Day, A New Way (OOC)


Barnum

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What's that? My hearing aid seems to be busted... ;)

So, looks like Initiative order is

* Starsmore (26)

* Dryad & Kizzy (both 11)

** [in cases of ties, my local group goes with whoever's got the highest initiative modifier to go first, so in this case it'd be Kizzy (+5 Init), then Dryad (+3 Init)]

* Doktor Archeville (10)

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What's that? My hearing aid seems to be busted... ;)

So, looks like Initiative order is

* Starsmore (26)

* Dryad & Kizzy (both 11)

** [in cases of ties, my local group goes with whoever's got the highest initiative modifier to go first, so in this case it'd be Kizzy (+5 Init), then Dryad (+3 Init)]

* Doktor Archeville (10)

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Fortunately for me, she misses on the grab attempt (since her 14 misses his Defense of 18)!

Since you said you're new to M&M, you may not realize that, unlike other D20 games, in M&M 2E Str modifier does not apply to melee attack rolls (though it does apply to opposed Grapple checks), nor does Dex mod apply to ranged attacks.

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Fortunately for me, she misses on the grab attempt (since her 14 misses his Defense of 18)!

Since you said you're new to M&M, you may not realize that, unlike other D20 games, in M&M 2E Str modifier does not apply to melee attack rolls (though it does apply to opposed Grapple checks), nor does Dex mod apply to ranged attacks.

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If you hit someone (by getting higher on your attack roll than the target's Defense), they make a save against a DC determined by the intensity/rank of your attack. For damag effects (blast, Strike, unarmed slap upside the head), the DC is 15 + rank. For other effects, the DC is 10 + ranks.

So, in Keira's case:

    [*:3rufrlp9]Her normal, un-powered punch would call for a DC (15 + her Str modifier of +0) 15 Toughness save
    [*:3rufrlp9]Her Shadow Whips (Blast 10) would call for a DC (15+10) 25 Toughness save.
    [*:3rufrlp9]Her Shadow Claws (Strike 11) would call for a DC (15+10) 26 Toughness save.

If they make the save, they're fine.

    [*:3rufrlp9]If they fail by 1-4, they're Bruised (each Bruise imposes a cumulative -1 penalty on future Toughness saves).
    [*:3rufrlp9]If they fail by 5-9, they're Bruised & Stunned (cannot take actions, lose dodge bonus to Defense, and suffer an additional -2 to Defense) for one round.
    [*:3rufrlp9]If they fail by 10-14, they're Stunned for a round & Staggered (can only take a single standard or move action each round) for at least an hour.
    [*:3rufrlp9]If they fail by 15 or more, they're knocked unconscious (and any nonlethal damage done to them is considered lethal) for at least a minute.

A victim of her Shadow Tendrils (Snare 11) would first have to make a DC (10 + 11) 21 Reflex save to not be entangled (or bound & helpless). When first hit with the Snare, they'd also be subject to her Constitution Drain (rank 7), and so need to make a Fort save against DC (10+7) 17. While in the Snare, they can try and break out, as if the Snare were an object with a Toughness of 11 (the same rank as the Snare); if the trapped character has an attack with a damage bonus of 21 or more, they can automatically break out as a standard action, and if they have an attack with a damage bonus of 26 or higher, they can break out automatically as a free action. (I think the Drain would only affect the target once, though, not force a new save for every round they're stuck.)

A victim of her Attack Teleport would need to make a DC (10+11) 21 save, though you'll need to decide if it's Fortitude, Reflex or Will (decided at the time of power creation).

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If you hit someone (by getting higher on your attack roll than the target's Defense), they make a save against a DC determined by the intensity/rank of your attack. For damag effects (blast, Strike, unarmed slap upside the head), the DC is 15 + rank. For other effects, the DC is 10 + ranks.

So, in Keira's case:

    [*:3rufrlp9]Her normal, un-powered punch would call for a DC (15 + her Str modifier of +0) 15 Toughness save
    [*:3rufrlp9]Her Shadow Whips (Blast 10) would call for a DC (15+10) 25 Toughness save.
    [*:3rufrlp9]Her Shadow Claws (Strike 11) would call for a DC (15+10) 26 Toughness save.

If they make the save, they're fine.

    [*:3rufrlp9]If they fail by 1-4, they're Bruised (each Bruise imposes a cumulative -1 penalty on future Toughness saves).
    [*:3rufrlp9]If they fail by 5-9, they're Bruised & Stunned (cannot take actions, lose dodge bonus to Defense, and suffer an additional -2 to Defense) for one round.
    [*:3rufrlp9]If they fail by 10-14, they're Stunned for a round & Staggered (can only take a single standard or move action each round) for at least an hour.
    [*:3rufrlp9]If they fail by 15 or more, they're knocked unconscious (and any nonlethal damage done to them is considered lethal) for at least a minute.

A victim of her Shadow Tendrils (Snare 11) would first have to make a DC (10 + 11) 21 Reflex save to not be entangled (or bound & helpless). When first hit with the Snare, they'd also be subject to her Constitution Drain (rank 7), and so need to make a Fort save against DC (10+7) 17. While in the Snare, they can try and break out, as if the Snare were an object with a Toughness of 11 (the same rank as the Snare); if the trapped character has an attack with a damage bonus of 21 or more, they can automatically break out as a standard action, and if they have an attack with a damage bonus of 26 or higher, they can break out automatically as a free action. (I think the Drain would only affect the target once, though, not force a new save for every round they're stuck.)

A victim of her Attack Teleport would need to make a DC (10+11) 21 save, though you'll need to decide if it's Fortitude, Reflex or Will (decided at the time of power creation).

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